
#include "cocos2d.h"
#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "support/CCNotificationCenter.h"
#include "CCLuaEngine.h"
#include <string>

using namespace std;
using namespace cocos2d;
using namespace CocosDenshion;

AppDelegate::AppDelegate()
{
    // fixed me
    //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
}

AppDelegate::~AppDelegate()
{
    // end simple audio engine here, or it may crashed on win32
    SimpleAudioEngine::sharedEngine()->end();
}

bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();
	pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
	pDirector->setProjection(kCCDirectorProjection2D);

	// set FPS. the default value is 1.0/60 if you don't call this
	pDirector->setAnimationInterval(1.0 / 60);

	// register lua engine
	CCLuaEngine *pEngine = CCLuaEngine::defaultEngine();
	CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);

	CCLuaStack *pStack = pEngine->getLuaStack();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	// load framework
	pStack->loadChunksFromZIP("res/framework_precompiled.zip");

	// set script path
	string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
#else
#ifdef DEBUG
	// load framework
	if (m_projectConfig.isLoadPrecompiledFramework())
	{
		const string precompiledFrameworkPath = SimulatorConfig::sharedDefaults()->getPrecompiledFrameworkPath();
		pStack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
	}
#else
	// load framework
	pStack->loadChunksFromZIP("res/framework_precompiled.zip");
#endif

	// set script path
	string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(m_projectConfig.getScriptFileRealPath().c_str());
#endif

#ifdef ENCRYPT_LUA
	pStack->setXXTEAKeyAndSign(ENCRYPT_KEY, strlen(ENCRYPT_KEY), "XXTEA", strlen("XXTEA"));
	pStack->loadChunksFromZIP("res/game.zip");
	pStack->executeString("require 'main'");
#else
	#ifdef ENCRYPT_PIC
		pStack->setXXTEAKeyAndSign(ENCRYPT_KEY, strlen(ENCRYPT_KEY), "XXTEA", strlen("XXTEA"));
	#endif

	size_t pos;
	while ((pos = path.find_first_of("\\")) != std::string::npos)
	{
		path.replace(pos, 1, "/");
	}
	size_t p = path.find_last_of("/\\");
	if (p != path.npos)
	{
		const string dir = path.substr(0, p);
		pStack->addSearchPath(dir.c_str());

		p = dir.find_last_of("/\\");
		if (p != dir.npos)
		{
			pStack->addSearchPath(dir.substr(0, p).c_str());
		}
	}

	string env = "__LUA_STARTUP_FILE__=\"";
	env.append(path);
	env.append("\"");
	pEngine->executeString(env.c_str());

	CCLOG("------------------------------------------------");
	CCLOG("LOAD LUA FILE: %s", path.c_str());
	CCLOG("------------------------------------------------");
	pEngine->executeScriptFile(path.c_str());
#endif

	return true;
}


// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
    CCDirector::sharedDirector()->stopAnimation();
    CCDirector::sharedDirector()->pause();
    SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->pauseAllEffects();
    CCNotificationCenter::sharedNotificationCenter()->postNotification("APP_ENTER_BACKGROUND_EVENT");
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    CCDirector::sharedDirector()->startAnimation();
    CCDirector::sharedDirector()->resume();
    SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->resumeAllEffects();
    CCNotificationCenter::sharedNotificationCenter()->postNotification("APP_ENTER_FOREGROUND_EVENT");
}

void AppDelegate::setProjectConfig(const ProjectConfig& config)
{
    m_projectConfig = config;
}
